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Changes to make killers more unic, special and better 2.0

Trapper: the worst of his design is how unfair and frustating is the bear trap escape mechanic for both sides. When being close, the survivor frees himself in 2s and escapes, others the killer is far away but the survivor is trapped forever. The whole luck system needs to be removed.

Basic changes: while trapped, survivors need to hold the button for 5s. Injured survivors who liberate themselves suffer deep wounds. Trapper can carry all his traps and starts the match with all his 7 bear traps in hand.

"Makeshift wrap" is now base kit. Bear traps will stay open after they have caught survivors if Trapper downs or picks them up. Now survivors aura isn't revealed if they don't scream when trapped.

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Nurse: the nerf is absolutely one of BHVR most awful and lazy changes in the history of killer updates. Nurse is still a strong killer and this change only makes very skilled Nurses less overpowered. The amount of different builds has been reduced, 15 perks no longer playable.

Nurse CAN'T have the same treatment as Blight, Oni, Hillbilly and Wesker. Unlike her, they move at 4,6m/s, they are able to hit with basic attacks without using their power, they are not SHACKLED to their powers and they still can play in a normal way. Nurse CAN'T.

Basic changes: increase her terror radius from 32m to 40m and lunges after blinks are basic attacks again. Reduce the maximum blink range from 20m to 18m and of additional blinks from 12m to 9m. Reduce the travel speed by -10%. Now when she is hit by pallets all blink cooldowns are stopped for the stun duration.

Note = pallets are no longer useless agaisnt her

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Michael Myers

Basic changes: now Tier 1 slowly charges up and Michael is able to fully lunge his attacks. Now Evil within charges faster at far distance and slower stalking up close. If the survivors you are stalking are repairing, healing, cleansing, blessing, unlocking or opening exit gates, the meter goes even faster. Reduce Evil within 3 terror radius from 32m to 24m.

Completely filling the meter doesn't automatically level up your power anymore. Press secondary ability button to progress Evil within from 1 to 2 and from 2 to 3. Rework the pink addons and "Tombstone piece".

Xenomorph

Basic change: reduce survivors Hindered while carrying turrets from -35% to -20% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode. Increase tail charge time from 0,2s to 0,23s.

Dredge

Basic changes: remove the dark edges around survivors camera when being affected by Nightfall, but the Dredge no longer gets hightlighted in white. Remove the sound and visual effect when Dredge stays hidden and teleports into lockers and the Remnant no longer makes noise.

Now if Dredge can't choose between 2 lockers, it will always teleport into the one which isn't locked.

Legion

Basic changes = Feral frenzy no longer gives deep wounds to healthy survivors but still does to injured ones. Reduce the amount of hits to be able to down a survivor from 4 to 3, you still need to hit 3 different survivors. Reduce fatigue duration from 3s to 2,5s.

Note = survivors no longer have to play mending simulator, while the Legion still retains power strength.

Pinhead: I don't know how, but the killer playstyle of messing with the box and abusing the chain hunt needs to be nerfed. It punishes too much new players and overall solo gameplay.

Basic changes: increase gateway maximum placement distance from 16m to 20m. Now 1 extra chain will spawn, if you hit survivors with the possessed chain while the gateway is more than 12m away from Pinhead. "Impaling wire" is now base kit.

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Pig

Basic changes: "Rules set No.2" is now base kit. Reduce the terror radius from 32m to 24m and increase ambush dash speed from 6,9m/s to 7,1m/s. Now the Pig only roars when the ambush dash charging meter is at 50%.

Idea

-Now if survivors find the key on the first searched box they have 2 options, get rid off of the head trap and lose a healthstate (healthy > injured > deep wounds/haemorrhage) or give up the key and have a 100% succesful chance on the second box.

Note = fits the whole Saw theme of the movies

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Hag: her power has been used as an abusable camping strategy since released. She has so much potential for the fact she is a witch, with her dark magic, she could have other powers outside the current ones.

Ideas

-Can create powered totems from nothing similar to hex: pentimento but chosing the location.

-Curse and trick survivors with new effects.

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Clown: his power was already designed for counter loops, the rework was redundant. The afterpiece tonic can be better without being more annoying for survivors. We need something so the Clown power requires more skill.

Basic changes: "fingerless parade gloves" is now base kit. To support good aim, when the bottles hit directly survivors, they get 7% extra Hindered. Reduce antidote activation delay from 2,5s to 2s and how much Haste survivors gain of the antidote from 10% to 5%.

Idea

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Trickster: main event is by far the most boring designed ability. Doesn't complements Trickster power in any way. It's just more knife spam. Trickster is a "performer", a kpop star. In open spaces or loops with no cover Trickster is too oppressive and in jungle gyms his power is useless. His character has a lot of potential and like huntress and deathslinger he should require some skill to be played.

Basic changes: from The Trickster to The Performer. Now 5 knifes are needed to take away a health state. Reduce the time to enter Throw state from 0,35s to 0,2s and to exit from 1,25s to 0,6s, number of knifes from 44 to 30, fire rate from (1 every 0,25s to 1 every 0,7s) and the time to reload in lockers from 4s to 3s. Because of the slower fire rate there is no recoil.

Increase knifes hitbox by +15% and remove Trickster's lullaby. Survivors with Laceration suffer the Broken effect until their meter goes down.

Idea

-Remove Main Event. Press secondary ability button to put in the ground a speaker, up to 2. They reproduce the terror radius of the Trickster in a 32m radius and if he is within range, the terror radius turns into chase music. Survivors can deactivate them. While looking directly at the direction of a speaker, press secondary ability button to create a sound wave that deafens survivors in range for 6s. Has a cooldown.

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Freddy

Basic changes: reduce terror radius from 32m to 24m and awake survivors can only see him within 24m. Survivors can get out of the dreamworld: by awake survivors (increasing penalty every time), with any of the 3 alarm clocks in the map (not the furthest, no longer give immunity for 30s), getting hooked and failing skillchecks. "Wool shirt" is now base kit.

Increase dream snares the Hindered from 15% to 20%, placement distance from 2m to 16m and the number of tokens from 5 to 7, but now it has a 8s cooldown and survivors no longer scream. If they step on them when being more than 48m away from Freddy, they will instead scream and get stuck on them like quicksand for 7s.

Idea

-At the start of the match 2 extra gens spawn (Freddy can teleport to them), he is able to switch real generators locations with the fake ones, but has a cooldown. Awake/asleep survivors can see and interact with fake ones (survivor perks "visually work"). When fake generators are 50% repaired, they explode, making survivors go into the dream world and suffer 20% Hindered for 10s.

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Sadako: the rework has made the condemnation easy to apply and there is no longer skill involved.

Basic changes: increase projection speed boost from 1,5s to 2s. "Old newspaper" and "Reiko watch" are now basekit.

Reduce global condemn without videotapes from 0,75 to 0,5 and now they get +0,5 of extra condemn if Sadako teleports within 16m of them (even with videotapes). Reduce amount of condemned stacks when hit by Sadako while holding a videotape from 2 to 1. Now survivors have to go to the furthest TV and every 30s outside chase they get +1 condemn stack.

Now survivor portraits on the HUD inform Sadako if they have more than 4 stacks of condemn.

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Leatherface: his power doesn't adds anything new to chases. It has been used as an extreme camping strategy. Unoriginal because we have Hillbilly. Every time he charges the chainsaw you throw the pallet for him to break it, windows are not an option because every decent Leatherface knows enough to always have Bamboozle.

Basic changes: reduce his tantrum duration from 5s - 8s to 3s - 6s. Leatherface is no longer able to use the chainsaw within 12m from a hooked survivor.

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Ghostface: we all know the reveal mechanic isn't 100% reliable, so I made it easier and compensate for him.

Basic changes: reduce the time it takes to reveal Ghostface when being in front of him from 1,5s to 1,25s and when being behind him from 1,5s to 2s. After 30s not being stalked, survivors meter will go down, staying at 50% if they were above half the stalk progress.

Ideas

-While being in Night shroud, Ghostface can now change the incomes of stalking survivors by pressing the secondary ability button again. In this new mode you can choose revealing for 10s without notifying survivors: (item, addons and perks) or ( their aura).

-Ghostface can hide in lockers, but unlike Dredge, he can't move the camera. You can also stalk survivors, but only within 20m and when you stop stalking, the meter quickly goes down. Ghostface can exit lockers fast and loudly or slow and silently. Survivors can't open lockers if Ghostface is inside.

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Nemesis: the supply cases do not give anything new or interesting and the zombies can sometimes literally do nothing or actually be too oppressive, they are unrelieable. Nemesis power is simple on the surface but going deeper gets unnecessary complicated, which hinders his addons.

Basic changes: increase zombie speed from 1m/s to 2m/s and can vault windows (5s), but they no longer give speed boost by contaminating or injuring survivors. There are 3 on the map, but their respawn time when destroyed by pallets increases from 45s to 90s. Survivors can put them on the ground for 10s by being in front of them (not able while running). You will be wiggling for 5s while facing continuous skillchecks.

Ideas

-Remove the Tiers and supply cases. The tentacle has a 5,5m range, can break pallets and Nemesis moves at 3,8m/s while charging it. Reduce tentacle strike hit time (lingering hitbox) and after hitting survivors or breaking pallets, it goes on a 6s cooldown. Survivors now get rid off contamination when being hooked.

-Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie to his location. Once it has arrived the AI will take control again. This cannot be performed near hooked survivors nor exit gates. Has a cooldown.

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Artist

Basic changes: now each Dire crow has an independent 4s cooldown, they can also be aimed and go up/down (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. Lockers no longer dissipate swarms of crows. "Severed hands" is now basekit.

Increase the movement speed penalty while using your power from 3,68m/s to 4,2m/s. Reduce how long survivors can't be hit again by another Dire crow after a first one from 0,75 to 0,2s. Now the white auras of swarming crows are revealed for 3s when survivors start the repelling action.

Note = this rewards Artist for trying medium and long shots, making her more deadly and scary from far away. It also makes survivors gameplay less boring (hold W). They are able to loop her and they require to always pay attention all the time (inside and outside chases) to try to dodge her power

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Skull Merchant

Basic changes: survivors no longer get exposed for being near drones, but the moment they enter active drone areas a sound cue will play for the Skull Merchant. Survivors can no longer see the drones detection zones, but they still can see scanning drones laser beams and the Lock on effect on their characters. Claw traps no longer break pallets.

Increase the lingering undetectable duration from 2s to 4s. Now for every claw trap or survivor being scanned, Skull merchant gains +4% vaulting and lunge speed, up to 16%, and +2% movement speed, up to 8%.

Press X button while directly looking at a drone to attach claw traps to all survivors in it's range and making them exposed for 30s. Has a cooldown.

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Twins

Basic changes: "Toy sword" is now base kit. Reduce the switching time (only from Victor to Charlotte) from 3s to 1,5s, the time Victor can be static in one place from 90s to 30s and the time he gets to recover after missing an attack without hitting an object from 3s to 1,5s.

At any time press X button while directly looking at Victor to destroy him, making him re-grow on Charlotte. Now if survivors holds Victor for more than 30s, they will go into the dying state destroying him in the process (they can see the timer on their HUD). If Victor is within 16m from you when hooking a survivor, he gets automatically destroyed.

Idea

-Reduce Victor speed from 6m/s to 5,4m/s, but now he can pass through dropped pallets by going under them.